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So why is it....(required TS's to tinker)

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  • So why is it....(required TS's to tinker)

    /rant on

    Why are gnome tinkers forced to become master/grandmaster smiths and tailors in addition to tinkering in order to to make Master/GM DoN armor with any kind of success rate? It's one thing to choose to increase my smithing, or my tailoring to 242+ because I want to. But if I wish to tinker, and make GM armor I'm forced to increase either smithing, or tailoring, or both to 242+ in order to exceed the trivial for the _subcombines_ for crying out loud. Shoot, even to do mid level master armor you need 182+ in either/both skills. Seeing as, for some reason it was determined that those subcombines absolutely _had_ to be done by a gnome tailor/smith. At present my server contains a grand total of 9 smiths, and 10 tailors with the minimum skill to be over trivial for the GM armor subcombines (and I'm not one of them), that seems just a tad overly restrictive. It's virtually impossible to subcontract these other combines out, so in order to even make the attempt at these other pieces I need to increase the two arguably hardest skills in the game in order to make the gear? Seems like us poor gnomes get the shaft big time here. I'm not saying I cannot get tinkering to 300 without the master/GM armor, but I'd certainly like to be able to make it after getting to 300, without having to get 80% of the way to 300 on one or two other skills as well. Unfortunately at 282 skill, I'm very quickly running out of viable skillup paths, and looking at making GM armor for myself and others means I've gotta burn a bunch of time and plat to get the other 60 or more points of smithing I need to be at trivial for the subcombines. Most other GM armors do require a subcombine similar to this....but they're not race restricted either! (at least not to my knowledge, from what I've seen in any of the other GM tailoring/smithing recipes)

    The inability to tinker our own augments still chaps my behind too. Again tying into a requirement to smith or tailor them, again requiring an additional GM skill. BAH!

    /rant off

    On the complimentary side:

    Thank God for the chance to get a tinkering mastery AA finally. We'll see what the quest is like with TSS coming out tomorrow, but at least we finally get access to one.

    On the hopeful side:

    Hoping there might be some additional recipe options with TSS, as it is, I'm looking at some painful smithing times ahead of me if I ever want to upgrade my master to GM armor. Getting those last 18 points of tinkering are nie pointless otherwise, as doing AAAA's don't have much appeal when the drops to make the augments are not obtainable by me in any version of the real world, and GM armor is the only other draw, but it has it's own caveat's.

  • #2
    Although I sympathise with your predicament, in the great scheme of DoN cultural armour this problem is not the worst by any means. Coarse silk drops, great reptile teeth/hides, CDDs, and the requirement of knuckle joints (from a zone that requires you to be 46+ to enter) for tinkered armour that has a level 15 requirement on it could do with some attention first.

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    • #3
      ugh

      Well, I will happily trade having to get smithing and tailoring up a little (face it, 230 with the new trophy so the smithing/tailoring combines are just trivial is really not that hard) in exchange for being able to make it with tinkering or smithing/tailoring. Far better than the gnomes of other flavors being left out of being able to do the combines all together.

      jmo

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      • #4
        Why you ask

        It isn't required you can do gnome DON cultural with smith and tailor same as every other race, tinkering it is an option we have that others don't,

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        • #5
          Originally posted by Sobizzy
          It isn't required you can do gnome DON cultural with smith and tailor same as every other race, tinkering it is an option we have that others don't,
          You're making the assumption that either a)I already have the smithing/tailoring up there, or b)I desire to do so. In niether case is this true. I desired to do tinkering, and tinkering only with this character at this time. For the express purpose of being a tinker, and making DoN armor. However, my issue is the fact that the subcombines can _ONLY_ be done by a gnome with adequate smithing, or tailoring skill. Looking through the other race recipes for the GM DoN armors, I find not a single one that requires the subcombines be done by one, and only one race, with adequate skill. Iksar's can make armor that requires subcombines done with pottery skill for instance, but the dang things don't require those subcombines be done by an Iksar! I look at the current path as a hinderance, because I am _required_ to raise my smithing/tailoring, or find another gnome with the skill. This despite the fact that I have the skill on other characters to do the combine, except for the fact that they are not gnomes. I'm merely calling this a discrepancy, because other races/classes do not have this restriction, while we do. I'm not saying I won't persevere, I am just saying this is a biased skillup path for gnomes, and the armor is not subsequently better as a result of the limitations imposed upon them.

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          • #6
            A half-elf must be either a tailor or a smith to do GM combines. A dwarf must be either a tailor or a smith to do GM combines. A gnome must be a either or tailor or a smith to do GM combines.

            Not saying I'm completely happy with the requirement, but I can't say it is unfair.

            Thank God for the chance to get a tinkering mastery AA finally
            /perks up ... what did I miss?

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            • #7
              All skills have items that require subcombines done via other skills. I see no reason that tinkering needs to be any different, especially when it's skills that anyone can do. Imagine how non-gnome bakers feel when they need a crab cracker or a wok and don't even have teh option of making them for themselves. They have to find a gnome that tinkers for help, but we don't see threads complaining about it.
              Master Artisan Kahmon
              100 Iksar ShadowKnight on Veeshan(Luclin)
              First ShadowKnight in the 1750 Club - 9:40pm PST 9/18/03
              First ShadowKnight in the 2100 Club - 10:50pm PST 2/15/06
              Probably First Shadow Knight to Club 49 - 8:55pm PST 8/25/07
              Kahzbot - 97 Gnome Enchanter - Tinkering (300), Research(300)
              Kroger - 98 Rogue - Poison Making (300), Research (needs work)
              Shazbon - 96 Shaman - Alchemy (300)

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              • #8
                Originally posted by Kahmon
                All skills have items that require subcombines done via other skills. I see no reason that tinkering needs to be any different, especially when it's skills that anyone can do. Imagine how non-gnome bakers feel when they need a crab cracker or a wok and don't even have teh option of making them for themselves. They have to find a gnome that tinkers for help, but we don't see threads complaining about it.
                Probably because they are so easy to get. I used to have cheap crab crackers & woks sitting on my bazaar mule all the time. It's very unlikely that they will have to find a gnome that tinkers. For it to be the same, the crab cracker & wok would have to be consumed by every combine.

                It seems likely that the ability to do the subcombines was simply overlooked at the time. It's not like skilling up tinkering is any easier than smithing or tailoring.

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